/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef NEW_GLSL #define in varying #define fragmentColor gl_FragColor #endif #ifndef RUNTIME_CONST #define const #endif #ifndef EXPLICIT_UNIFORM_LOCATION #define layout(arg) #endif #ifndef GL_ES layout(location = 2) uniform vec4 color = vec4(1.0, 1.0, 1.0, 1.0); #else uniform lowp vec4 color; #endif #ifdef WIREFRAME_RENDERING #ifndef GL_ES layout(location = 3) uniform vec4 wireframeColor = vec4(0.0, 0.0, 0.0, 1.0); layout(location = 4) uniform float wireframeWidth = 1.0; layout(location = 5) uniform float smoothness = 2.0; #else uniform lowp vec4 wireframeColor; uniform lowp float wireframeWidth; uniform lowp float smoothness; #endif #ifndef NO_GEOMETRY_SHADER noperspective in lowp vec3 dist; #else in lowp vec3 barycentric; #endif #endif #ifdef NEW_GLSL out vec4 fragmentColor; #endif #if defined(WIREFRAME_RENDERING) && defined(GL_ES) && __VERSION__ < 300 #extension GL_OES_standard_derivatives : enable #endif void main() { #ifdef WIREFRAME_RENDERING #ifndef NO_GEOMETRY_SHADER /* Distance to nearest side */ const float nearest = min(min(dist.x, dist.y), dist.z); /* Smooth step between face color and wireframe color based on distance */ fragmentColor = mix(wireframeColor, color, smoothstep(wireframeWidth-smoothness, wireframeWidth+smoothness, nearest)); #else const lowp vec3 d = fwidth(barycentric); const lowp vec3 factor = smoothstep(vec3(0.0), d*1.5, barycentric); const lowp float nearest = min(min(factor.x, factor.y), factor.z); fragmentColor = mix(wireframeColor, color, nearest); #endif #else fragmentColor = color; #endif }